minmay wrote:Fixing this is not as simple as hiding these things. You would have to remove them.
Huh, why? You said it would be optimal to constantly check your spell power to see if it's maxxed instead of at every level up. I'm saying that if you can still get a few points of power after getting the last dash, then you don't have to worry about overtraining conjurations by 0.2 and go back to checking it on level up. But let's not argue about this, I'm not actually considering doing it. I just wanted to say that it can be addressed, but I think it's too minor to bother.
Bim wrote:Not only that, but people who DO want to play in an optimal fashion WILL go through hoops to do that, and this proposal just encourages that.
dpeg sometimes says that it's our job as devs to protect the players from themselves. There's nothing wrong for players to try to play optimally. As devs, we try to make it so that playing optimally is fun, not tedious. I'm not saying this change will prevent all forms of micro-management, I'm just thinking it's a (big) step in the right direction.
Bim wrote:Yeah you can say 'not many people will care that much to adjust every little bit' but then you could say 'not that many people will micromanage now'.
I don't think that's true. I think most players do it, some just a bit, others a lot, because it makes a significant difference. And I do it and find it annoying.
Bim wrote:I'm not shutting the idea down
you know, I didn't came here to ask for permission. Open development doesn't mean democracy. I came here to look for feedback, and I got what I was looking for. The idea has matured and will be presented to other devs.
LunarHarp wrote:Then again I said that about the no victory dancing thing and I have a hard time going back.
And who designed and coded the system? Sometimes you have to trust.
XuaXua wrote:Much like spells have the "z" page, it would help to have weapons carried able to be shown on an associated page that shows the same sort of power "bars" and "ratings" that we currently see for spells, but applied to speed, damage output, and targeting ability. This would serve as a large goodwill gesture towards the naysayers.
Yeah of course, that would be great. However, it's completely unrelated to the topic.
minmay wrote:Galefury wrote:So anything that reduces the time I have to put into that is good. For me, and for anyone else who plays like that. Which is why I am arguing for this proposal.
How does this proposal do that?
OK, this is the last time I'm writing this. Currently, if you play in auto mode, you should go to the skill menu from time to time to check if a skill is above 80%. If that's the case, you disable other skills so it can level up sooner. Or you can play in manual mode and babysit your skills by switching them on each skill level up. Or you can ignore all that and have an overall weaker character.
With this change, you could play in auto mode and go to the skill menu only when you want to adjust your strategy, not to babysit your skills.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...